[Bug 45724] Multiple EndScene calls result in multiple glFlush (FF XIV)

wine-bugs at winehq.org wine-bugs at winehq.org
Mon Sep 3 09:51:21 CDT 2018


https://bugs.winehq.org/show_bug.cgi?id=45724

--- Comment #3 from Henri Verbeet <hverbeet at gmail.com> ---
(In reply to Andrew Wesie from comment #2)
> Is the concern that applications may expect EndScene (without a Present
> call) to flush the pipeline and they can rely on that instead of using the
> D3DGETDATA_FLUSH flag for queries?
> 
For example, yeah.

> While I haven't found an authoritative source regarding EndScene and
> flushes, a random forum post
> (https://www.gamedev.net/forums/topic/620095-present-without-actually-
> presenting/?do=findComment&comment=4911694) states that:
> 
> "without calling Present() you can't be sure that after EndScene() the GPU
> will flush the pipeline"
> 
Yeah, though what Windows drivers do in practice tends to be more important
than what the documentation claims they should or shouldn't do.

I don't think we need a formal unit test for this, although that would be
ideal. Some manual testing may be enough, but note that this would affect d3d8
and ddraw as well.

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